using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Serialization;
using System.IO;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

using BeatPong;

namespace BeatPong
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;


        public ScreenManager screenManager;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            
            
            Content.RootDirectory = "Content";
        }

        // a random number generator that the whole sample can share.
        private static Random random = new Random();
        public static Random Random
        {
            get { return random; }
        }

        //  a handy little function that gives a random float between two
        // values. This will be used in several places in the sample, in particilar in
        // ParticleSystem.InitializeParticle.
        public static float RandomBetween(float min, float max)
        {
            return min + (float)random.NextDouble() * (max - min);
        }

        public ContentManager content
        {
            get
            {
                return Content;
            }
            set
            {
                Content = value;
            }
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            //graphics.PreferredBackBufferHeight = 1080;
            //graphics.PreferredBackBufferWidth = 1920;
            graphics.ApplyChanges();
            this.IsMouseVisible = true;
            screenManager = new ScreenManager(this);
            Components.Add(screenManager);
            // Activate the first screens
            screenManager.AddScreen(new BackgroundScreen(), null);
            screenManager.AddScreen(new MainMenuScreen(), null);
            
            base.Initialize();            
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {

        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            base.Update(gameTime);
        }

       

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            base.Draw(gameTime);
        }
    }
}
